Part 1

As you explored the disheveled Galaxy News Radio building, you likely noticed a staircase leading down several stairs to a locked door. Well, now that you've spoken to Three Dog, that door should be unlocked, granting you access to the back end of the building. Remember to talk to Three Dog and any of the Brotherhood of Steel guys before leaving, because once you head through that back door and down the rubble-laden path laid out for you from that door, you won't be able to get back up unless you teleport back to the entrance of the building, and doing so will initially be difficult, since enemies are everywhere! Once outside, however, you should run down the rubble path to flat ground.

As you run down, you may have been using VATS to see if enemies are in your vicinity, which is generally a good idea considering there are a few enemies you're going to have to deal with. More Feral Ghouls will be here waiting for you to deal with them, but it's their stronger friends, the Feral Ghoul Roamer, that's going to give you the most trouble. These guys take a surprising amount of damage, so try to chip away at them from afar before going into VATS during up-close combat to lay the killing blows. Be sure to search their bodies for precious bottle caps as you head down the linear path chock-full of debris. The only way out of this path is by going through the open door you come across on your left, which leads to a nearby tunnel.

Enter this tunnel and follow the empty, dimly-lit corridor ahead as it roams into an open, yet nearly-collapsed tunnel. As soon as you arrive and begin pressing your VATS button as you head into the tunnel itself, you'll realize that there are many lesser Feral Ghouls in the tunnel. Since there are so many of them and since they're likely to attack you en masse (or at least a few at a time), an automatic weapon such as an Assault Rifle might be your best bet. See if you can chip away at them with some manual fire from afar before letting them get close and finishing them off with some clean, crisp VAT-assisted shots.

The more well-lit part of the tunnels near the fiery barrels and rusted cars is where you'll run into most of the Feral Ghouls, and unfortunately you won't have much room in which to maneuver. As long as you can clear out as many residuals as you can before taking on the main bunch, and as long as you can keep moving to minimize what is, in reality, minimal damage from these weak enemies to begin with, you should be just fine. Do remember to comb their corpses once fallen to find plenty of Bottle Caps, however. You may even luck out and find some Rad-X on one or two of them.

If you explore the entirety of this small tunnel, you'll find two doors on your right that both promise to lead to the same place -- Dupont Circle. Taking either one of these tunnels is fine, but we actually suggest taking the one farthest from your point of initial entry. This is because you can tuck right into Dupont Station from there, which will help you incredibly in the coming area (otherwise, you'll get involved in some unnecessary firefights -- ammunition wasters). Before leaving the tunnel via the farthest door, however, be sure to explore the medical kit you encounter on the right side wall for two Purified Waters and a Stimpak. You can also grab a Firehose Nozzle from a fire kit on the wall adjacent to the medical kit if you want to collect it and sell it later.

Once on the surface, Dupont Circle Station will be added to your map as another instant-travel location. This is awesome for later use, or if you feel the need to head back to Megaton at any time to heal up, sell your gear, or anything of this nature. When you're feeling ready, keep your Assault Rifle (or another heavy weapon) equipped and enter the station. As soon as you do, you'll see a Super Mutant with his back turned to you not two feet in front of your character. Use VATS to do him in quickly before he knows what hit him. This Super Mutant is only equipped with a melee Nailboard, but his friend roaming around in front of him has a Hunting Rifle equipped. This means that you have to take out his friend quickly after killing the initial Super Mutant, because he poses a much more significant threat, even from afar. When both are felled, search their bodies for goods and grab the Nuka Cola from the Nuka Cola machine on your right. The garbage can next to it contains another one, if you want it.

Those two Super Mutants represented the only initial threat in this part of the station, so you can breathe easy for now. Head forward and you'll see a door straight ahead. This is how we'll proceed further into the tunnel, but first, bear right through another door you find to enter a long-abandoned office. Within, you can find all sorts of rounds for your various weaponry if you search, as well as some other incidental items, such as a Milk Bottle. But if you can hack the easy-to-hack computer within, you can wake up a Protectron slumbering nearby. You won't want to use him, of course, but hacking him and activating him will give you experience, and killing him thereafter will give you even more. Be sure to search his metallic body once destroyed before proceeding through the aforementioned door and further into the station.

Part 2

Head down the series of staircases following your voyage through the doorway, but when you see a well-lit tunnel ahead, don't just rush in there. A rather powerful Raider is on the other side of the tunnel, and once he spots you, he and his powerful Combat Shotgun will come looking for you. And with a shotgun in close combat, he gets the advantage. Try to sneak into the tunnel as best you can and damage him as much as possible from afar before taking him out with VATS once he gets closer. And naturally, you'll want to search his body for all sorts of valuables, including that Combat Shotgun he was toting if you don't already have one in your inventory.

Speaking of valuables, this powerful (and now deceased) Raider has a pad where all of that light is coming from. Search to find plenty of valuables, including a Steam Gauge Assembly, plenty of Whiskey, and even some Missiles amongst other things. You can also use his bed to sleep in for as long as you want, so long as any other Raiders further up in the tunnels haven't yet spotted you. This will give you a great place to rest and a good jump point for the next area, which is just around the corner.

As you proceed through the linear tunnel from where you slept and killed the powerful Raider, it won't be very long until you run into yet another angry enemy. Thankfully, this guy should be a whole lot easier to deal with than his brethren you killed earlier, but if you're having issues with him, try to draw him out while you fire at him from afar, killing him in the more spacious tunnel where you killed his friend. After searching his corpse, be sure to search his belongings down a dead end corridor nearby, where myriad meds can be found, as well as other goods. Psycho, Jet, three Stimpaks, Med-X, Buffout, a Blood Pack and more should be what you find, amongst other goods.

The path from where you found all of these goodies will again be quiet for some time, as you traverse various empty corridors and staircases. But when you reach what appears to be a makeshift office, complete with raggedy filing cabinets and a desk, you'll know that at least three more Raiders are in your vicinity, as well as their two powerful Mark I Gun Turrets. After searching the desk and filing cabinets (you can find some Pre-War Money and a Carton of Cigarettes), quickly approach the computer near the doorway. If your hacking ability is high enough, you can hack and disarm the gun turrets (or turn them against the Raiders). But if you're not a good hacker or don't have a high enough ability, you'll have to deal with them. But first, deal with the lone Raider that runs in after you, turning your attention on those pesky gun turrets thereafter.

With at least one Raider downed, and with the gun turrets permanently disabled (regardless of how you did it), you can then enter the rocky area ahead. Two more Raiders toting firearms will be firing on you from below. You'll want to try to keep the high ground here for as long as you possibly can, simply because ceding the high ground will result in a net loss of advantages during this gun battle. You can at least weaken your foes from afar before running down the metal catwalk towards your foes, where VATS-assisted killing is much more effective. Naturally, you'll want to search their bodies after they're all killed (ammunition is scarce, after all), and you can always run back to the bed you earlier rested in if you need to do so again. However (and unfortunately), you won't find any other items in this area as you press forward.

From here until you leave the station, you shouldn't run into any more enemies, though as you follow the linear pathway you'll run into at least two already-felled Feral Ghoul corpses (search their bodies for goods). Near those bodies, you should also find an Assault Rifle (though you should already have one) and some 5.56mm Rounds as well. Then, proceed forward (avoiding the lone Frag Mine in the path) to another door that leads to Metro Central. Since there's no other option, go through the door to proceed, and remember that before you reach the Assault Rifle and ammo, you'll see a fork in the road. Ignore it -- it simply leads to radiation-infested water and little else.

When you enter Metro Central, you're going to hear a commotion in the room up from the small corridor you find yourself in. Make haste (with a powerful weapon equipped) and enter the room to find Feral Ghouls and Raiders doing battle with one another. You can certainly let them go at it, conserving ammunition as they kill each other off. But where's the fun in that? And more importantly, where's the experience points in that!? Kill all parties present, searching their bodies once downed. You'll also want to take the time to search the only lit-up area of the room, where yet another Assault Rifle can be found, as well as various ammo and healing goods, such as a Stimpak and some Frag Grenades. Nice!

Part 3

With those goods in hand, proceed out of this room. It won't be long until you find yourself in another of the many subway tunnels underneath the now-obliterated Washington D.C. You may be confused as to how to proceed from here, and furthermore, there are many enemies in the tunnel. First thing's first -- take care of any enemies in your vicinity. Most of them will be of the Feral Ghoul variety, but chances are you also will have to deal with mutated dog enemies for the very first time as well. Take out enemies as you head leftward down the subway tunnel (so that your back is facing the way you came, on your left). Search their bodies for precious meat and Bottle Caps before abandoning them for new grounds.

You'll eventually come to what was at one time a train platform, though most of it is destroyed. Surprisingly, the escalators you encounter won't function but they are still intact and will provide a conduit to the area above. While this isn't the way we need to go, we still highly recommend you go up there and look around. You'll run into a plethora of easy-to-kill foes, so gaining their experience is a good idea (you'll likely have fought more Feral Ghouls en route to this location as well, continuing to stack up the experience). Bear in mind that if you are running precariously low on ammunition, you'll want to bypass this paragraph completely and proceed to the next, doing the exact opposite and dodging enemy encounters where and when you can. But, that shouldn't be a problem right now.

Either way, you'll want to continue to head down the tunnel past this initial train platform. You won't reach another one, but you will eventually find a door that leads to the Museum Station. It will be on your right, so keep an eye out as you head down the tunnel. You'll have to deal with more enemies en route, but these foes shouldn't provide you any significant trouble, especially not after dealing with some foes you've dealt with already. These guys should provide nice cannon fodder and some easy (but scant) experience, as well.

Once in the first room of the Museum Station, you'll hear some noise, but it's off in the distance, so don't worry too much about it. Instead, scour the empty and dimly-lit room for items you may need. At the very least, you should be able to walk out of there with some Shotgun Ammo, Bottle Caps and Packs of Cigarettes, the latter of which you can sell later. Don't neglect picking up what you can here, as you may find more than what we mentioned. When you're done searching the room, you can head down the adjacent corridor (look for a marking on the wall as seen in the screen below to make sure you're headed in the right direction). Then, go down that corridor, up the stairs, and into the next room.

Just like the last room, you'll find little enemy resistance (if any), but you will find plenty of items to pick up and add to your inventory if you so desire. Incidental items like Plungers and Conductors can be found, as well as a complete pool set, Balls and Cues included. Search around for plenty of liquor in the form of Whiskey as well. It's when you try to exit out of this room that you'll finally run into enemy resistance in the form of Raiders. The first Raider you fight can be fought easily from the safety of the corridor you're coming from. Be sure to search his body for ammunition and other goods before proceeding.

Part 4

You have an obvious choice to make here. Will you go left, or will you go right? Well, getting to the Mall is our primary objective, and that's to the right (if your back is facing the corridor from which you came). But we implore you to first head to your left. It's a dead end, but you'll be able to fight at least one more Raider to gain more experience and goods. What's more, you can search the area they were guarding for more goods, including an Assault Rifle and some .308 Caliber Rounds. And there's a bed here that you can sleep in if you so desire once the enemy threat is eliminated.

Once you've done that, you can then head down the corridor in the other direction. En route, expect to run into several Raiders armed to varying degrees. They shouldn't be any issue for you, and you should be sure to at least grab their ammunition when they're killed (it's unclear if you have enough room in your inventory to carry more goods -- it's all about what you currently have). When you reach another train platform, you're going in the right direction. Clear the area of all remaining Raiders before running up the disabled escalators to the upper floor. Then, follow the linear, enemyless pathway ahead of you to the outside world. You're now in the belly of the beast, the Mall.

Now, you have some decisions you have to make. Don't peek your head up from the staircase leading into the Mall itself until you've made it. There are plenty of Super Mutants in your vicinity, and you can try to take them on if you want, luring them towards you to funnel them into set mines or however else you might want to fight them. If you need to travel back to Megaton to unload your goods and make room for more, then you have to do this, because you won't be able to fast travel until the enemies are cleared. On the other hand, you can simply run up the stairs and head right for the Museum of Technology on your right if you're ready to proceed as is. The choice is yours. If you decide to do the former, however, be sure to add the Museum of Technology to your map so you can fast travel back to it when you're done!

Once inside the Museum of Technology, have your weapons drawn and ready, because you're going to be confronted before long by a pair of Super Mutants. Neither of these foes should be an issue for you, especially if you've already fought plenty of them and know what to expect. Use the cover provided for you near the entrance in the form of pillars as you use VATS to fight the enemy on the ground floor first before fighting the one on the second floor (the latter may be drawn to you, so make quick work of the first so you don't have to deal with both of them simultaneously). After sweeping the ground floor for goods (you should find a Stealth Boy, some Fancy Lads Snack Cakes and more), head up to the second floor.

Part 5

You might notice a staircase near the abandoned bathrooms at the back end of the ground floor, and you can follow these stairs up to a dead end if you want to find some random gear, like Pre-War Casualwear and Dirty Pre-War Businesswear, but otherwise there's not much to see so taking the more obvious route to the second floor is the best idea. When you do, you can examine some exhibits to find two more Stealth Boys, but it's the Vault-Tec mock-up on the second floor that's where you really need to go. Traverse the linear corridors of the Vault-Tec mock-up, listening to some humorous visitor commentary that still eerily works. There's little else to say -- you won't run into any enemies, and there will be no items to grab. Just walk until you find a door leading to the museum's west wing, which you should then enter.

You shouldn't run into any enemies immediately as you enter this new area, and as long as you stay quiet here, the Super Mutants in the adjoining room won't know you're there until you fire on them first. But before going there, explore both the upper and lower floors of this area. More goodness can be found in the form of Fancy Lads Snack Cakes and more, and you can also carouse the computer terminals on the lower floor for optional information on long-defunct museum exhibits. But once you're ready, locked-and-loaded, head into the adjacent stairwell and open fire on the Super Mutants there.

It goes without saying that the more damage you can deal on the Super Mutants in this tall stairwell from afar, the better off you're going to be when you approach them at close-range to effectively use VATS. Try to keep the high ground as much as possible, since this will halt some enemy fire from striking you and give you higher hit percentages on your return shots. Then, when the coast is clear, check all of the floors of this stairwell for Super Mutant bodies, which you should promptly search for precious ammunition before proceeding on your way. You can also head up to the first floor to grab some other goods, including Pork and Beans, and you can also pick a lock on a door there as well (we weren't at a high enough level to do so when we arrived).

Otherwise, head to the ground floor, continue to search any yet-unsearched bodies you encounter, and head down an adjoining corridor which will ultimately lead you to another wide open exhibition room. However, as soon as you arrive, you'll encounter a Super Mutant and his much, much stronger friend, a Super Mutant Master. The latter of these two foes should be your priority, because he packs an incredible punch and will necessitate the use of plenty of ammunition to down. If you can remain as quiet and stealth-like as possible, attempt to plant a couple of Frag Mines (or whatever other kind of mine you have) at the entrance to this room. When the Mutants see you, they'll run at you and over the mines. This won't kill either of them, but it will take away a substantial amount of health.

The room these two Mutants were guarding holds the Virgo II Lunar Lander, which holds the Lunar II Satellite Dish we seek. Approach the lander when the coast is clear and examine the dish to take it and add it to your inventory. Now, you're free to leave at will, but first you should probably explore places you've yet been, such as the dead end staircase branching off of this room, and the planetarium (still very much in good shape) adjacent to the room. You'll find a lot of goods, such as a Stimpak, Nuka-Cola Quantum, and more. If you fight the remaining Super Mutants in the planetarium, you should also be able to grab a Chinese Assault Rifle from one of their bodies, a powerful, powerful weapon indeed!

Part 6

When you're ready to leave, you're going to have to go back the way you came (there's another door near the Lunar Lander, but we were unable to open it right now). As long as you killed all of the Super Mutant variants in the museum, you should be able to get all the way back to the entrance without much of an issue. Explore any other areas that you didn't yet check out en route back to the entrance. When you reach the entrance, head back outside and get ready for the final leg of our mission.

Now, you're going to have to do battle with a load of Super Mutants on the final leg of our journey. How many Super Mutants you have to deal with depends entirely on how many you've already killed in this area. If you took our advice earlier and eliminated a bunch before entering the Museum of Science, than you shouldn't immediately have your hands full until you begin to head towards the Washington Monument (which is the tallest point left in the city, and can be found to your left once you leave the museum). But if you just ran into the museum without dealing with any Super Mutants first, now's when you're going to have to do so.

As you run towards the Washington Monument, the going is tough. Trenches line the entire area, either a remnant of a pre-nuclear ground war or a creation of the Brotherhood of Steel or their Super Mutant foes. Regardless of their origination, the fact remains that you'll need to traverse these trenches (don't stay above ground, you're a moving target for the Super Mutants' miniguns if you do). Be careful as you rove around. The Super Mutants are aggressive and well-armed, and there are booby-traps in the form of tripwires and mines in the trenches as well. When you finally reach the base of the Washington Monument, you'll run into the Brotherhood of Steel, who will help you clean up any residuals as you enter the Monument's outer gate.

Once within the Washington Monument, there's little to see. The golden elevator at the far end of the monument is still in working condition, surprisingly, and you can take it to the roof. Once up there, examine the archaic radio equipment to place the Virgo II dish atop it. Suddenly, Galaxy News Radio has its former range again. You can find plenty of 10mm Ammunition on the roof apart from the radio array, but other than that, there's nothing else to see. Instantly teleport back to the Galaxy News Radio building when you're ready. It's time to wrap this mission up.

When you reach the GNR building, head all the way back up to Three Dog's office, where you can speak with him. Tell him the deed is done, and you can then press him for more information on your father's whereabouts. What do you find out? Well, you find out that your dad (who Three Dog considers a good man) went to Rivet City. And at Rivet City, your dad was seeking out someone named Doctor Li. Now you know where you need to go next. And that, my friends, wraps this mission up. Good work!